Furious
Beta- Stay a full map cell behind the brawl line, far enough back that a rotated DD or radar cruiser cannot t…
- Avoid: Trading a full squadron for one high-value kill
Furious Community Stats
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Furious Community Stats
Playstyle
Overview
Furious is the Tier V British legacy strike carrier. Her squadron at 18 planes is the largest in the cohort (cohort median is 18), so her impact comes from volume waves rather than surgical alpha against a single target. AA (454 AA DPS at 5 km) is heavy enough to make her the team's air-defense anchor on top of the lead role; CV strikes route around her, not through. Standout traits: best tough planes in T5 CVs (2,700 HP).
Positioning
Stay a full map cell behind the brawl line, far enough back that a rotated DD or radar cruiser cannot threaten the hull. Launch from positions where the recall path stays inside your team's AA umbrella, not over open water where intercepting fighters can finish off limping squadrons. Longer trip back, fewer waves per match.
Potato Avoidance
Trading a full squadron for one high-value kill
Match impact comes from cycling waves across multiple targets, not committing a dive into layered AA for one battleship. When a target's AA is heavy, route around and find a softer pick rather than burning planes through the wall.
Signature Traits
2700.0 HP per plane (weakest squadron), best of T5 CVs. Strikes survive AA pushes that thin peers' squadrons.
180000.0 secondary DPM per side, best of T5 CVs. Per-side barrels × shots/min × alpha across every secondary family; real damage scales with hit rate against the target.
454.0 AA DPS, best of T5 CVs (median 377.0).
5.0 km AA reach, best of T5 CVs.
270.0 s to restore one plane, worst of T5 CVs. Reserves refill slower between sorties.
2.4 km air-torpedo range, bottom quartile of T5 CVs. Must close on the target to drop.
How to get Furious
Furious is available in the Armored Carriers branch of the U.K. Tech Tree for 6,400,000 credits after researching it in the branch. Known module upgrades cost up to 1,610,000 credits.
Show U.K. tech-tree branch diagram
Furious sits in the Armored Carriers branch. The highlighted path shows the local branch context inside the full U.K. tree.
Builds Beta
Build for aircraft survivability, restoration, speed, and bomb/torpedo consistency. Current guidance should reflect the balance changes to bomb damage, bomb count, aircraft HP, speed, hangar, and detectability.
Have a build you swear by? Open it in the Build Tool and hit Save build to share it here.
Cohort position
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Where Furious sits among Tier V CVs (6 ships). Notable standouts are shown first; the rest of the cohort-ranked stats are in the expand below. Acquisition variants (Black Friday, Founders Edition) are counted once with their base ship, not as separate peers.
See 22 mid-pack stats
Not standouts for Furious -- here's where she sits on every other ranked stat in the cohort. Stats tagged NORM are tied across more than half the cohort, so the value is the cohort default rather than a standout.
Stats & specs
Customize in the Build Tool →Shell ballistics chartMore tools in the WoWS Legends Data LabAll values are ship base stats with modifications and upgrade changes denoted inline.
ƒ
Sum across every AA aura on this ship of (aura.continuous_damage x 3.5 x aura.hit_probability). Here: (65×3.5×1) + (45×3.5×0.95) + (22×3.5×1) = 454. Covers AA-only mounts plus dual-purpose secondaries (Bismarck 105mm, USN 5"/38 cruiser secondaries) and dual-purpose main batteries (Sumner-class 5"/38, Akizuki-line 100mm). Formula validated against in-game captures on California, Sumner, Manfred von Richthofen, Dante Alighieri (exact) and within +/-17% on the remaining verified ships.ƒ
Longest-reaching aura across AA-only + dual-purpose auras.ƒ
Includes 22 continuous AA damage from dual-purpose secondaries firing as AA in this range band.ƒ
Far 22 + Medium 65 = 87ƒ
Far 22 + Medium 65 + Near 45 = 132ƒ
Max dispersion = range (km) × 57 + 30. Each dispersion type sets its own slope; this is not a percentage applied to a standard baseline.ƒ
4.5 km × 57 + 30 = 286.5 m.
Automatic Damage Control Party∞ charges · 90 s reload · 60 s active
Automatic Fighter4 charges · 150 s reload · 55 s active · 5.56 km patrol radius · 4 squadron size
See all derived stats
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Numbers the spec table cannot show directly: alpha-strike math, DPM, dispersion, AP penetration. Click the formula chip on any row to reveal how it is calculated.
AA defense
Sum across every AA aura on this ship of (aura.continuous_damage x 3.5 x aura.hit_probability). Here: (65×3.5×1) + (45×3.5×0.95) + (22×3.5×1) = 454. Covers AA-only mounts plus dual-purpose secondaries (Bismarck 105mm, USN 5"/38 cruiser secondaries) and dual-purpose main batteries (Sumner-class 5"/38, Akizuki-line 100mm). Formula validated against in-game captures on California, Sumner, Manfred von Richthofen, Dante Alighieri (exact) and within +/-17% on the remaining verified ships.Longest-reaching aura across AA-only + dual-purpose auras.SUM over AA auras of (aura DPS x aura range km). A plane crossing the AA bubble is exposed to each aura for a time proportional to that aura's range, so long-reach DPS is worth more than the same DPS in a short bubble. Units: DPS*km; used to rank overall AA threat across the cohort.Secondary battery dispersion
Max dispersion = range (km) × 57 + 30. Each dispersion type sets its own slope; this is not a percentage applied to a standard baseline.4.5 km × 57 + 30 = 286.5 m.Secondary battery firepower
Sum across all secondary families of (per-side barrels × 60 / reload_s × alpha), where per-side barrels = mounts × barrels-per-mount / 2 (the guns that bear on one broadside target). Per-family: 6×2 102 mm (6/side) × 60/3 × 1500 = 180,000. Assumes every shell hits (real hit rate is lower; the Brawl matchup tool on the Compare page folds in dispersion + target armor).Maximum HE damage per shell across secondary HE families. Best on this ship: 1500 from the 102 mm family.Maximum per-shell fire chance across secondary HE families (before target fire resistance is applied). Best on this ship: 6% from the 102 mm family.Maximum HE armor penetration across secondary HE families (caliber × 1/6 for most nations; 1/4 for German/UK BBs). Shells whose pen falls under a plate's armor thickness shatter for 0 hull damage though fire chance still applies. Best on this ship: 17 mm from the 102 mm family.Armor
Hull HP 42,700 → 44,100 with hull upgrade, distributed across 5 hull zones, each with its own plate thicknesses, saturation cap, and pen thresholds. HP caps are the exact in-game values, not estimated.
| Section | Plates | HP cap | Threats | Tactic |
|---|---|---|---|---|
| Bow | 30 mm primary (range 19–30 mm) | 2,000 (5% of HP) | Overmatch not possible at T VIAngle bounces 410mm30 mm: HE pens from 203mm+ | Bow-tank fits behind this exterior plate. Saturation is FAST here; the cap is often only a few thousand HP. |
| Hull (midship) | 19 mm primary (range 16–25 mm) | 33,100 (75% of HP) | Overmatched by 283mm+ (Moltke, Graf Spee)Angle bounces 203mm19 mm: HE pens from 127mm+ | Largest HP pool. Citadel sits behind these plates; thinner deck and side plating absorb the rest. |
| Stern | 30 mm primary (range 13–76 mm) | 800 (2% of HP) | Overmatch not possible at T VIAngle bounces 410mm30 mm: HE pens from 203mm+ | Mirror of bow. Same fast saturation. |
| Citadel | 76 mm primary (range 19–76 mm) | ≈ 165,500 (effectively no cap) | Citadel pen ×0.10 damageOver-pen: ×0.10 damage | Effectively no cap; citadel pool sits at ~165k HP on every ship. Damage is gated by pen/over-pen multipliers instead (×0.10 direct pen, ×0.10 over-pen). |
| Superstructure | 10 mm primary (range 10–21 mm) | 10 (0% of HP) | Any HE ≥16 mm pens at full damage | Any HE ≥16 mm pens at full damage. HE-spam target, and the section saturates fast (often only a few thousand HP). |
| Secondary mount (102 mm mount) | separate HP pool, does not drain ship HP | 800 per-mount HP | Destroyed at 0 HP | Per-mount HP for the heaviest secondary on this ship. A mount destroyed at 0 HP is out for the rest of the battle; DCP does not repair destroyed mounts. Smaller (lighter-caliber) secondaries typically share the same HP value. |
| AA mount (40 mm mount) | separate HP pool, does not drain ship HP | 200 per-mount HP | Destroyed at 0 HP | Per-mount HP for the heaviest AA on this ship. An AA mount destroyed at 0 HP stops shooting down planes for the rest of the battle; DCP does not repair destroyed mounts. HE shells specifically target AA mounts since the small-caliber HP pool falls fast. |
| Rudder (module) | separate HP pool, does not drain ship HP | 13,200 module HP | Incapacitated at 0 HP | When module HP reaches 0 the rudder locks at its current angle until DCP repairs it. Repair via Damage Control Party. |
Saturation cap = HP a section can absorb before further damage to it is reduced (the "bow-tank" effect). Citadel pool is ~165k on every ship (effectively no cap); damage is gated by pen/over-pen multipliers instead. Superstructure saturates fast but HE always pens regardless of the plate thickness. Rudder (and other module HPs) are a separate pool from ship HP: damaging a module doesn't drain ship HP. Incapacitated modules like the rudder and engine are restored by DCP, but secondary and AA mounts destroyed at 0 HP stay out for the rest of the battle.
Balance History
Balance updates affecting Furious. Cards are condensed; use each source link for full context.
Ministry of Balance: Aerial Adjustments
- Torpedo.
- Stock torpedo bomber restoration time increased from 170 to 270 s.
- Stock starting torpedo bomber hangar aircraft increased from 9 to 12.
- Stock torpedo bomber base speed reduced from 122 to 115 kts.
- Upgraded torpedo bomber restoration time increased from 170 to 270 s.
- Upgraded starting torpedo bomber hangar aircraft increased from 9 to 12.
- Upgraded torpedo bomber base speed reduced from 135 to 125 kts.
- Stock dive bomber restoration time increased from 170 to 270 s.
- Stock starting dive bomber hangar aircraft increased from 9 to 12.
- Stock dive bomber base speed reduced from 126 to 120 kts.
- +3 more official change lines in the source post.
Ministry of Balance: Carriers 2.0 – First Wave
- Bombs per aircraft increased from 4 to 5.
- Maximum HP per aircraft reduced from 3,000 to 2,700 (squadron HP reduced from 18,000 to 16,200).
- Base speed increased from 115 to 126 knots.
- Maximum flight range set to 28 kilometers.
- Maximum hangar aircraft increased from 12 to 18.
- Starting hangar aircraft reduced from 12 to 9.
- Aircraft restoration time increased from 75 to 170 seconds.
- Aircraft restored increased from 1 to 6.
- Upgraded Dive Bombers:
- Aiming speed increased (aiming circle shrinks faster).
- +4 more official change lines in the source post.
Ministry of Balance Reports: Carrier Changes
- Stock HE bomb damage decreased from 5,000 to 4,750.
- Upgraded HE bomb damage decreased from 5,250 to 5,000.
Halloween Update: New Friends, Old Foes
- Surface detectability range changed from 10 to 12.8 km; air detectability range changed from 7.7 to 8.9 km.
- Stock dive bomber HP changed from 2,800 to 3,000; stock torpedo bomber HP changed from 2,800 to 3,000.
- Upgraded dive bomber HP changed from 3,100 to 3,300; upgraded torpedo bomber HP changed from 3,100 to 3,300.
Skins & permanent camouflages
Every custom exterior Furious can equip, from in-game data.
DefaultThe ship’s standard exterior
Primary official WG sources
Filtered to official World of Warships: Legends pages where this ship is a focus, reward, line member, or high-context variant mention.
